Gnook Species in Mannaheim | World Anvil
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Gnook

A Gnook is a tiny elemental spirit that lives in trees far from civilization. Painfully shy, gnooks prefer to move about unseen, though they do often gather in large groups.   Though no two gnooks look exactly alike, they resemble to 12 inch tall animated wooden dolls with strange mask like faces and ratteling heads. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant. They do not speak, but they do communicate by ratteling their heads.

Humanoid Fascination.

Gnooks shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a gnook encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a gnook might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a gnook to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food.  

Gnook CR: 0 (10 XP)

Tiny elemental, neutral
Armor Class: 15
Hit Points: 5 (2D4)
Speed: 20 ft , climb: 20 ft

STR

1 -5

DEX

20 +5

CON

10 +0

INT

14 +2

WIS

16 +3

CHA

16 +3

Skills: Acrobatics +7, Perception +7, Stealth +7
Senses: blindsight 60 ft., passive Perception 17
Challenge Rating: 0 (10 XP)

Innate Spellcasting. The gnook's innate spellcasting ability is Wisdom(spell save dc 13). It can innately cast the following spells, requiring no material or verbal components:   At will: Guidance, Pass Without Trace, Resistance   Elemental Nature. Gnooks sleep but don't require air, food, or drink, only that the forest they live in is healthy. They die when their mother tree dies. When they die, they become a seed of the tree they came from.   Evasion. When the gnook is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Magical Gift (1/Day). The gnook targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.   Natural Shelter. The gnook magically takes shelter inside a living plant in its space. The gnook can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the gnook's blindsight. The gnook can use it's action to emerge from a shelter. If its shelter is destroyed, the gnook is forced out and appears in the shelter's space, but is otherwise unharmed.


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